Work on swept collision

This commit is contained in:
James Lambert 2022-07-24 08:27:12 -06:00
parent 738b238cd2
commit edd22cd670
13 changed files with 433 additions and 23 deletions

View file

@ -15,4 +15,9 @@ int box3DHasOverlap(struct Box3D* a, struct Box3D* b) {
return a->min.x <= b->max.x && a->max.x >= b->min.x &&
a->min.y <= b->max.y && a->max.y >= b->min.y &&
a->min.z <= b->max.z && a->max.z >= b->min.z;
}
void box3DUnion(struct Box3D* a, struct Box3D* b, struct Box3D* out) {
vector3Max(&a->max, &b->max, &out->max);
vector3Min(&a->min, &b->min, &out->min);
}

View file

@ -11,5 +11,6 @@ struct Box3D {
int box3DContainsPoint(struct Box3D* box, struct Vector3* point);
int box3DHasOverlap(struct Box3D* a, struct Box3D* b);
void box3DUnion(struct Box3D* a, struct Box3D* b, struct Box3D* out);
#endif

View file

@ -2,6 +2,8 @@
#include "vector3.h"
#include "mathf.h"
#include <ultra64.h>
struct Vector3 gRight = {1.0f, 0.0f, 0.0f};
struct Vector3 gUp = {0.0f, 1.0f, 0.0f};
struct Vector3 gForward = {0.0f, 0.0f, 1.0f};
@ -134,6 +136,18 @@ void vector3TripleProduct(struct Vector3* a, struct Vector3* b, struct Vector3*
vector3AddScaled(output, a, -vector3Dot(b, c), output);
}
void vector3Max(struct Vector3* a, struct Vector3* b, struct Vector3* out) {
out->x = MAX(a->x, b->x);
out->y = MAX(a->y, b->y);
out->z = MAX(a->z, b->z);
}
void vector3Min(struct Vector3* a, struct Vector3* b, struct Vector3* out) {
out->x = MIN(a->x, b->x);
out->y = MIN(a->y, b->y);
out->z = MIN(a->z, b->z);
}
int vector3IsZero(struct Vector3* vector) {
return vector->x == 0.0f && vector->y == 0.0f && vector->z == 0.0f;
}

View file

@ -37,6 +37,9 @@ void vector3ProjectPlane(struct Vector3* in, struct Vector3* normal, struct Vect
int vector3MoveTowards(struct Vector3* from, struct Vector3* towards, float maxDistance, struct Vector3* out);
void vector3TripleProduct(struct Vector3* a, struct Vector3* b, struct Vector3* c, struct Vector3* output);
void vector3Max(struct Vector3* a, struct Vector3* b, struct Vector3* out);
void vector3Min(struct Vector3* a, struct Vector3* b, struct Vector3* out);
int vector3IsZero(struct Vector3* vector);
void vector3ToVector3u8(struct Vector3* input, struct Vector3u8* output);

View file

@ -84,12 +84,12 @@ void collisionObjectCollideWithQuad(struct CollisionObject* object, struct Colli
contactInsert(contact, &result);
}
void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionObject* quadObject, struct ContactSolver* contactSolver) {
void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionObject* quadObject, struct ContactSolver* contactSolver) {
if ((object->collisionLayers & quadObject->collisionLayers) == 0) {
return;
}
if (!box3DHasOverlap(&object->boundingBox, &quadObject->boundingBox)) {
if (!box3DHasOverlap(sweptBB, &quadObject->boundingBox)) {
return;
}
@ -123,14 +123,16 @@ void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct
}
struct EpaResult result;
epaSolveSwept(
if (!epaSolveSwept(
&simplex,
quad, minkowsiSumAgainstQuad,
&sweptObject, minkowsiSumAgainstSweptObject,
objectPrevPos,
&object->body->transform.position,
&result
);
)) {
return;
}
if (collisionSceneIsTouchingPortal(&result.contactA, &result.normal)) {
object->body->flags |= RigidBodyIsTouchingPortal;
@ -146,6 +148,8 @@ void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct
contact->friction = MAX(object->collider->friction, quadObject->collider->friction);
contact->restitution = MIN(object->collider->bounce, quadObject->collider->bounce);
object->body->velocity = gZeroVec;
transformPointInverseNoScale(&object->body->transform, &result.contactB, &result.contactB);
contactInsert(contact, &result);
}

View file

@ -37,7 +37,7 @@ int collisionObjectShouldGenerateConctacts(struct CollisionObject* object);
void collisionObjectInit(struct CollisionObject* object, struct ColliderTypeData *collider, struct RigidBody* body, float mass, int collisionLayers);
void collisionObjectCollideWithQuad(struct CollisionObject* object, struct CollisionObject* quad, struct ContactSolver* contactSolver);
void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionObject* quadObject, struct ContactSolver* contactSolver);
void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionObject* quadObject, struct ContactSolver* contactSolver);
void collisionObjectCollideTwoObjects(struct CollisionObject* a, struct CollisionObject* b, struct ContactSolver* contactSolver);
void collisionObjectUpdateBB(struct CollisionObject* object);

View file

@ -110,12 +110,12 @@ void collisionObjectCollideWithScene(struct CollisionObject* object, struct Coll
}
}
void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionScene* scene, struct ContactSolver* contactSolver) {
void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionScene* scene, struct ContactSolver* contactSolver) {
short colliderIndices[MAX_COLLIDERS];
int quadCount = collisionObjectRoomColliders(&scene->world->rooms[object->body->currentRoom], &object->boundingBox, colliderIndices);
int quadCount = collisionObjectRoomColliders(&scene->world->rooms[object->body->currentRoom], sweptBB, colliderIndices);
for (int i = 0; i < quadCount; ++i) {
collisionObjectCollideWithQuadSwept(object, objectPrevPos, &scene->quads[colliderIndices[i]], contactSolver);
collisionObjectCollideWithQuadSwept(object, objectPrevPos, sweptBB, &scene->quads[colliderIndices[i]], contactSolver);
}
}
@ -566,9 +566,14 @@ void collisionSceneUpdateDynamics() {
collisionObjectCollideWithScene(object, &gCollisionScene, &gContactSolver);
} else {
struct Vector3 prevPos = object->body->transform.position;
struct Box3D sweptBB = object->boundingBox;
rigidBodyUpdate(object->body);
collisionObjectUpdateBB(object);
collisionObjectCollideWithSceneSwept(object, &prevPos, &gCollisionScene, &gContactSolver);
box3DUnion(&sweptBB, &object->boundingBox, &sweptBB);
collisionObjectCollideWithSceneSwept(object, &prevPos, &sweptBB, &gCollisionScene, &gContactSolver);
collisionObjectUpdateBB(object);
}
}

View file

@ -26,7 +26,7 @@ extern struct CollisionScene gCollisionScene;
void collisionSceneInit(struct CollisionScene* scene, struct CollisionObject* quads, int quadCount, struct World* world);
void collisionObjectCollideWithScene(struct CollisionObject* object, struct CollisionScene* scene, struct ContactSolver* contactSolver);
void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionScene* scene, struct ContactSolver* contactSolver);
void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionScene* scene, struct ContactSolver* contactSolver);
int collisionSceneIsTouchingSinglePortal(struct Vector3* contactPoint, struct Vector3* contactNormal, struct Transform* portalTransform, int portalIndex);
int collisionSceneIsTouchingPortal(struct Vector3* contactPoint, struct Vector3* contactNormal);

View file

@ -316,15 +316,16 @@ void expandingSimplexInit(struct ExpandingSimplex* expandingSimplex, struct Simp
}
}
void expandingSimplexExpand(struct ExpandingSimplex* expandingSimplex, int newPointIndex, struct SimplexTriangle* faceToRemove) {
void expandingSimplexExpand(struct ExpandingSimplex* expandingSimplex, int newPointIndex, int faceToRemoveIndex) {
if (newPointIndex == -1) {
return;
}
struct SimplexTriangle* faceToRemove = &expandingSimplex->triangles[faceToRemoveIndex];
union SimplexTriangleIndexData existing = faceToRemove->indexData;
unsigned char triangleIndices[3];
triangleIndices[0] = expandingSimplex->triangleHeap[0];
triangleIndices[0] = faceToRemoveIndex;
triangleIndices[1] = expandingSimplex->triangleCount;
triangleIndices[2] = expandingSimplex->triangleCount + 1;
@ -422,7 +423,7 @@ void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum object
}
++simplex->pointCount;
expandingSimplexExpand(simplex, nextIndex, closestFace);
expandingSimplexExpand(simplex, nextIndex, simplex->triangleHeap[0]);
}
if (closestFace) {
@ -439,7 +440,9 @@ void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum object
void epaSweptFindFace(struct ExpandingSimplex* simplex, struct Vector3* direction, int* startTriangleIndex, int* startFaceEdge) {
int currentFace = NEXT_FACE(*startFaceEdge);
while (currentFace != *startFaceEdge) {
int i = 0;
while (currentFace != *startFaceEdge && i < MAX_ITERATIONS) {
int nextFace = NEXT_FACE(currentFace);
struct SimplexTriangle* triangle = &simplex->triangles[*startTriangleIndex];
@ -451,7 +454,7 @@ void epaSweptFindFace(struct ExpandingSimplex* simplex, struct Vector3* directio
&normal
);
if (vector3Dot(&normal, direction) < 0.00001f) {
if (vector3Dot(&normal, direction) < 0) {
*startTriangleIndex = triangle->indexData.adjacentFaces[currentFace];
nextFace = triangle->indexData.oppositePoints[currentFace];
*startFaceEdge = NEXT_FACE(triangle->indexData.oppositePoints[currentFace]);
@ -459,10 +462,11 @@ void epaSweptFindFace(struct ExpandingSimplex* simplex, struct Vector3* directio
}
currentFace = nextFace;
++i;
}
}
void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result) {
int epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result) {
struct ExpandingSimplex* simplex = stackMalloc(sizeof(struct ExpandingSimplex));
expandingSimplexInit(simplex, startingSimplex, SimplexFlagsSkipDistance);
struct SimplexTriangle* closestFace = NULL;
@ -470,7 +474,7 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
int currentTriangle = 0;
int currentEdge = 0;
struct Vector3 raycastDir;
vector3Sub(bEnd, bStart, &raycastDir);
vector3Sub(bStart, bEnd, &raycastDir);
for (int i = 0; i < MAX_ITERATIONS; ++i) {
struct Vector3 reverseNormal;
@ -492,13 +496,14 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
simplex->ids[nextIndex] = COMBINE_CONTACT_IDS(aId, bId);
projection = vector3Dot(&simplex->points[nextIndex], &closestFace->normal);
closestFace->distanceToOrigin = vector3Dot(&simplex->points[closestFace->indexData.indices[0]], &closestFace->normal);
if ((projection - closestFace->distanceToOrigin) < 0.001f) {
break;
}
++simplex->pointCount;
expandingSimplexExpand(simplex, nextIndex, closestFace);
expandingSimplexExpand(simplex, nextIndex, currentTriangle);
}
if (closestFace) {
@ -511,10 +516,9 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
float distance;
if (!planeRayIntersection(&facePlane, &gZeroVec, &raycastDir, &distance)) {
goto exit;
goto error;
}
result->normal = closestFace->normal;
result->penetration = 0;
struct Vector3 planePos;
@ -525,8 +529,11 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
epaCalculateContact(simplex, closestFace, &planePos, result);
}
exit:
stackMallocFree(simplex);
return 1;
error:
stackMallocFree(simplex);
return 0;
}
void epaSwapResult(struct EpaResult* result) {

View file

@ -13,7 +13,7 @@ struct EpaResult {
};
void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct EpaResult* result);
void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result);
int epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result);
void epaSwapResult(struct EpaResult* result);
#endif

View file

@ -120,8 +120,14 @@ void playerApplyPortalGrab(struct Player* player, int portalIndex) {
}
void playerUpdateGrabbedObject(struct Player* player) {
if (controllerGetButtonDown(0, B_BUTTON)) {
if (controllerGetButtonDown(0, B_BUTTON) || controllerGetButtonDown(0, U_JPAD)) {
if (player->grabbing) {
if (controllerGetButtonDown(0, U_JPAD)) {
struct Vector3 forward;
quatMultVector(&player->lookTransform.rotation, &gForward, &forward);
vector3AddScaled(&player->grabbing->body->velocity, &forward, -50.0f, &player->grabbing->body->velocity);
}
player->grabbing = NULL;
} else {
struct Ray ray;

View file

@ -89,6 +89,8 @@ void sceneInit(struct Scene* scene) {
for (int i = 0; i < scene->elevatorCount; ++i) {
elevatorInit(&scene->elevators[i], &gCurrentLevel->elevators[i]);
}
// scene->player.grabbing = &scene->decor[0]->collisionObject;
}
void sceneRenderWithProperties(void* data, struct RenderProps* properties, struct RenderState* renderState) {

363
tools/debug_simplex.py Normal file
View file

@ -0,0 +1,363 @@
from glob import glob
from math import cos, sin, sqrt
from re import L
import re
import sys
import traceback
import gdb
import contextlib
import ctypes
from OpenGL import GL as gl
import glfw
window_width = 800
window_height = 600
@contextlib.contextmanager
def create_main_window():
global window_height
global window_width
if not glfw.init():
sys.exit(1)
try:
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
title = 'Surface Generator Debug'
window = glfw.create_window(window_width, window_height, title, None, None)
if not window:
sys.exit(2)
glfw.make_context_current(window)
glfw.set_input_mode(window, glfw.STICKY_KEYS, True)
gl.glClearColor(0, 0, 0, 0)
yield window
finally:
glfw.terminate()
def dot_product(a, b):
return a.x * b.x + a.y * b.y
class Vertex:
def __init__(self, x, y, z):
self.x = x
self.y = y
self.z = z
def __repr__(self):
return "Vertex(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
def __str__(self):
return "(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
def midpoint(self, to):
return Vertex((self.x + to.x) / 2, (self.y + to.y) / 2, (self.z + to.z) / 2)
def add(self, other):
return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
def sub(self, other):
return Vertex(self.x - other.x, self.y - other.y, self.z - other.z)
def scale(self, scalar):
return Vertex(self.x * scalar, self.y * scalar, self.z * scalar)
class Triangle:
def __init__(self, a, b, c):
self.a = a
self.b = b
self.c = c
def __repr__(self):
return "Edge(" + str(self.aIndex) + ", " + str(self.bIndex) + ", " + str(self.nextEdge) + ", " + str(self.prevEdge) + ", " + str(self.nextEdgeReverse) + ", " + str(self.prevEdgeReverse) + ")"
class Simplex:
def __init__(self, vertices, triangles, closestFace):
self.vertices = vertices
self.triangles = triangles
self.closestFace = closestFace
def build_vertex_buffer(self, raycastDir):
vertex_array_id = gl.glGenVertexArrays(1)
gl.glBindVertexArray(vertex_array_id)
attr_id = 0
vertex_buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer)
vertex_pos = []
vertex_color = []
indices = []
def append_vertex(pos, color):
vertex_pos.append(pos.x)
vertex_pos.append(pos.y)
vertex_pos.append(pos.z)
vertex_color.append(color[0])
vertex_color.append(color[1])
vertex_color.append(color[2])
for vertex in self.vertices:
append_vertex(vertex, [0, 1, 1])
for triangle in self.triangles:
indices.append(triangle.a)
indices.append(triangle.b)
indices.append(triangle.b)
indices.append(triangle.c)
indices.append(triangle.c)
indices.append(triangle.a)
indices.append(len(self.vertices))
indices.append(len(self.vertices) + 1)
append_vertex(Vertex(0, 0, 0), [0, 1, 0])
append_vertex(raycastDir, [0, 1, 0])
if self.closestFace:
append_vertex(self.vertices[self.closestFace.a], [1, 0, 0])
append_vertex(self.vertices[self.closestFace.b], [1, 0, 0])
append_vertex(self.vertices[self.closestFace.c], [1, 0, 0])
indices.append(len(self.vertices) + 2)
indices.append(len(self.vertices) + 3)
indices.append(len(self.vertices) + 3)
indices.append(len(self.vertices) + 4)
indices.append(len(self.vertices) + 4)
indices.append(len(self.vertices) + 2)
array_type = (gl.GLfloat * len(vertex_pos))
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(vertex_pos) * ctypes.sizeof(ctypes.c_float), array_type(*vertex_pos), gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(
attr_id,
3,
gl.GL_FLOAT,
False,
0,
None
)
gl.glEnableVertexAttribArray(0)
attr_id = 1
color_buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, color_buffer)
array_type = (gl.GLfloat * len(vertex_color))
gl.glBufferData(gl.GL_ARRAY_BUFFER,
len(vertex_color) * ctypes.sizeof(ctypes.c_float),
array_type(*vertex_color),
gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(
attr_id,
3,
gl.GL_FLOAT,
False,
0,
None
)
gl.glEnableVertexAttribArray(attr_id)
index_buffer = gl.glGenBuffers(1)
array_type = (gl.GLshort * len(indices))
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, index_buffer)
gl.glBufferData(
gl.GL_ELEMENT_ARRAY_BUFFER,
len(indices) * ctypes.sizeof(ctypes.c_short),
array_type(*indices),
gl.GL_STATIC_DRAW
)
return len(indices)
def build_shaders():
shaders = {
gl.GL_VERTEX_SHADER: '''\
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
varying vec3 pixelColor;
uniform mat4 transformMatrix;
void main(){
gl_Position = transformMatrix * vec4(vertexPosition_modelspace, 1);
pixelColor = vertexColor;
}
''',
gl.GL_FRAGMENT_SHADER: '''\
#version 330 core
varying vec3 pixelColor;
out vec3 color;
void main(){
color = pixelColor;
}
'''
}
program_id = gl.glCreateProgram()
shader_ids = []
for shader_type, shader_src in shaders.items():
shader_id = gl.glCreateShader(shader_type)
gl.glShaderSource(shader_id, shader_src)
gl.glCompileShader(shader_id)
# check if compilation was successful
result = gl.glGetShaderiv(shader_id, gl.GL_COMPILE_STATUS)
info_log_len = gl.glGetShaderiv(shader_id, gl.GL_INFO_LOG_LENGTH)
if info_log_len:
logmsg = gl.glGetShaderInfoLog(shader_id)
print(logmsg)
return None
gl.glAttachShader(program_id, shader_id)
shader_ids.append(shader_id)
gl.glLinkProgram(program_id)
# check if linking was successful
result = gl.glGetProgramiv(program_id, gl.GL_LINK_STATUS)
info_log_len = gl.glGetProgramiv(program_id, gl.GL_INFO_LOG_LENGTH)
if info_log_len:
logmsg = gl.glGetProgramInfoLog(program_id)
print(logmsg)
return None
gl.glUseProgram(program_id)
return program_id
def buildUniforms(program_id, scale, yaw, pitch):
global window_height
global window_width
gl.glUseProgram(program_id)
transform_matrix = gl.glGetUniformLocation(program_id, "transformMatrix")
cosH = cos(yaw)
sinH = sin(yaw)
cosP = cos(pitch)
sinP = sin(pitch)
gl.glUniformMatrix4fv(transform_matrix, 1, gl.GL_FALSE, [
scale * cosH, 0, -scale * sinH, 0,
scale * sinH * sinP, scale * cosP, scale * cosH * sinP, 0,
scale * sinH * cosP, scale * -sinP, scale * cosH * cosP, 0,
0, 0, 0, 1
])
def extract_simplex_data(simplex, closestFace):
vertex_count = simplex["pointCount"]
triangle_count = simplex["triangleCount"]
input_vertices = simplex["points"]
output_vertices = []
for vertex_index in range(0, vertex_count):
input_vertex = input_vertices[vertex_index]
output_vertices.append(Vertex(float(input_vertex["x"]), float(input_vertex["y"]), float(input_vertex["z"])))
input_triangles = simplex["triangles"]
output_triangles = []
for edge_index in range(0, triangle_count):
input_triangle = input_triangles[edge_index]
output_triangles.append(Triangle(
int(input_triangle["indexData"]["indices"][0]),
int(input_triangle["indexData"]["indices"][1]),
int(input_triangle["indexData"]["indices"][2])
))
return Simplex(output_vertices, output_triangles, Triangle(
int(closestFace["indexData"]["indices"][0]),
int(closestFace["indexData"]["indices"][1]),
int(closestFace["indexData"]["indices"][2])
))
def main():
print("main")
print(gl.glGetString(gl.GL_VENDOR), gl.glGetString(gl.GL_RENDERER))
frame = gdb.selected_frame()
print("Getting simplex")
simplex = extract_simplex_data(frame.read_var("simplex"), frame.read_var("closestFace"))
raycastDir = frame.read_var("raycastDir")
with create_main_window() as window:
print("Building vertex buffer")
index_count = simplex.build_vertex_buffer(Vertex(float(raycastDir["x"]), float(raycastDir["y"]), float(raycastDir["z"])))
print("Building shaders")
program_id = build_shaders()
if program_id is None:
return
max_extent = 0
for vertex in simplex.vertices:
max_extent = max(max_extent, abs(vertex.x))
max_extent = max(max_extent, abs(vertex.y))
max_extent = max_extent + 10
scale = float(1) / float(max_extent)
yaw = 0
pitch = 0
buildUniforms(program_id, scale, yaw, pitch)
while (
glfw.get_key(window, glfw.KEY_ESCAPE) != glfw.PRESS and
not glfw.window_should_close(window)
):
if glfw.get_key(window, glfw.KEY_MINUS):
scale = scale * 0.98
if glfw.get_key(window, glfw.KEY_EQUAL):
scale = scale / 0.98
if glfw.get_key(window, glfw.KEY_LEFT):
yaw = yaw + 0.01
if glfw.get_key(window, glfw.KEY_RIGHT):
yaw = yaw - 0.01
if glfw.get_key(window, glfw.KEY_UP):
pitch = pitch - 0.01
if glfw.get_key(window, glfw.KEY_DOWN):
pitch = pitch + 0.01
buildUniforms(program_id, scale, yaw, pitch)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawElements(gl.GL_LINES, index_count, gl.GL_UNSIGNED_SHORT, None)
glfw.swap_buffers(window)
glfw.poll_events()
try:
main()
except:
print("An error happened")
print(traceback.format_exc())